@Zaineman
You could certainly do it that way, for my plane the HUD is in center line so I just put x axis to 0.
If I somehow make the HUD not in center I'll just connect my HUD (which is already calibrated with hud distance variable) to my camera and move the camera so that the HUD will follow the camera every where it go.
Actually in my planes, the camera is moving according to g load and the HUD is still align because it is connected to the camera itself.
Also, you may or may not forget the railgun cover, it was originally in this build and when it retracted it'll be fully enclosed, the cover might get lost in transit idk.
This is cool and flight model is good and stable.
Also, I think might need to recalibrate your variable named HudDistance since HUD terget box and gun lead indicator are misalign.
Use this formula : (HUD z axis - camera z axis)/HUD scale
@Zaineman
I feel that man...
I was in the fully instrumented sims once, flying was an easy part lol, starting the plane, waypoints, procedures, etc are the hardest part.
I guess performance cost is kinda inflated.
But the fact that there are so many parts with calculateDrag = true will always contribute to high performance cost.
Also, heli blades?
Never see that in VTOL before lol.
HUD is a bit off, there is a variable called HUDdistance that need to get right otherwise the target box won't be aligned.
You can go to the original 1 part HUD page to see how to calculate that value.
@Zaineman
So it's because stars aligned that this plane fly lol.
But I just tried reducing elevator range of motion and it pitch more effectively so I thought it'd be because of control surface stalling lol.
@Zaineman
You sure it has no wing?
Because it act like it have one lol.
Beside, it has control surface stalling too, I have no idea how you made it.
Or the dev added lift to glass block.
Or you somehow added lift to glass block.
Man... I have no clue.
Now I'm curious of how the plane fly since Wing Loading N/A and Wing Area 0.0ft2 (0.0m2) in the stat card.
And one thing I've noticed is there is too much range of motion on control surfaces, what happened is it deflected too much it produced a lot of drag with a little of controlling force. (control surface stall)
For example as I'm pitching, I gradually increase pitch input and the plane pull up fine until I put too much pitch input, the plane lose pitching power due to elevator stall and it slowing down.
@ReinMcDeer
True.
For ultralight I'll just move the dummy to just behind the camera and move the dummy out of view whenever the player pan the camera since we have camera pitch and camera yaw output to be used.
Or just move the dummy behind something that naturally blocked first-person line of sight.
But it'll look weird if view from outside lol.
@AVERAGEAVIATIONENJOYER
You can just use "and" condition to make use of multiple conditions.
{ (condition a) & (condition b) ? "do something" : "do somthing"}
On this day of every year, there are so many SP player announcing their leave but that's nothing compare to this time in history, with that hide-the-pain smiles, where Andrew announce his leave.
.
.
Also, happy 40th birthday.
Some silly but effective trick to be added to your tool box.
Now you don't have to choose whether or not to make pilot dummy or empty pilot seat for VR because you can have both.
Also a teaser.
@Zaineman
Or it just a new concept of hybrid engine.
There are" electrical bus" service in running my area, one day I was in the bus and the battery ran out 10 sec later I suddenly heard a piston engine revving up and the bus keep on going.
From that day, I have trust issue in clean energy lol.
@Zaineman
With wing loading value of a glider I'd not be surprised if it's feel light and will not stall easily.
But what impressed me is how stable it is especially in yaw stability, no fishtailing.
Also it's rare to see this kind of yaw control, it does not do weird thing when I input yaw control, the plane yaw as I control yaw although the plane shouldn't turn by yaw alone but this is a nice touch anyway. @ShocK69
@Zaineman
You are right, it's proving ground that take so much time.
Many little things do contribute a nice chunk to building time but that's not all.
I think it's test flight that use most of my time, I have to make sure that how ever stupidly I fly it'll not be uncontrollable or at least try to eliminate most of the undesired behavior.
Also there is my final test, once I've put everything together I have to test every function no matter how small it is, mostly if it'll compatible to the whole system.
@Zaineman
np!
Muzzle velocity is key difference for this stuff since SP bullet (from gun parts but not cannon) ignore drag and gravity so what is left in physic equation is muzzle velocity.
Nice.
This is truly (statically) unstable aircraft in both pitch and yaw axis, quite a rare sight to be seen.
Good job.
Also, I want to know your location.
@Zaineman
I didn't know if it get past people or not but if it didn't, they might be so exciting like you lol.
Also, my railgun will not fully extended when landing gear is deployed so the gun will not hit the ground.
Now the HUD work fine lol.
My HUD was calibrated to muzzle velocity of 1200 m/s so if you want to really aim the gun, I suggest you to adjust the gun accordingly.
But yet again, I don't mind it being just eye candy but if you want functionality, it's there for you.
Another thing I've noticed is yaw input is inverted, minor issue really but it goes a long way.
I saw HUD symbols jumping around and I instantly recognized the issue, it's sort of more-content-than-the-space-provided problem, those symbols are fighting each other for screen time.
Just adjust the width and high slider and the problem should be no more, I want to simulate helmet mounted display so my HUD is very big by default to cover the field of view.
And for a little touch, rudders respond to roll input so the plane will produce unwanted yaw when rolling which is not ideal.
For code in thrust vectoring, I think it's a good start to use the code that simple to read, in this case Skyjay's is simple enough I think.
Have you watch my tutorial?
You can find them in my profile page, they are about making things fly if you interested.
//shameless self advertisement
@Zaineman
You could certainly do it that way, for my plane the HUD is in center line so I just put x axis to 0.
If I somehow make the HUD not in center I'll just connect my HUD (which is already calibrated with hud distance variable) to my camera and move the camera so that the HUD will follow the camera every where it go.
Actually in my planes, the camera is moving according to g load and the HUD is still align because it is connected to the camera itself.
Also, you may or may not forget the railgun cover, it was originally in this build and when it retracted it'll be fully enclosed, the cover might get lost in transit idk.
@TRD6932
+1Select part, click rotate part above the gear button and click the attachment editor (it's icon is 2 plugs).
@Beifenglenglong
+1Below 1000 for maximum and I plan to have 500-600 parts version too.
This is cool and flight model is good and stable.
+1Also, I think might need to recalibrate your variable named HudDistance since HUD terget box and gun lead indicator are misalign.
Use this formula : (HUD z axis - camera z axis)/HUD scale
@Zaineman
After I see how pilot interaction with radio I be like nope nope nope, what kind of English is that.
@SkyJayTheFirst
+1It's indeed look cool.
Yeah, that's SP auto connect problem, you'll need to edit the connection manually.
+1If you just drag and drop parts, it'll just stick to parts nearby.
@Zaineman
I feel that man...
I was in the fully instrumented sims once, flying was an easy part lol, starting the plane, waypoints, procedures, etc are the hardest part.
@Hazerz
+2Just flying through the bridge tail first.
It's no where near Cobra if you ask me.
@Beifenglenglong
+1Just wait a little longer, it'll come soon.
Nice, HUD work perfectly.
I guess performance cost is kinda inflated.
+1But the fact that there are so many parts with calculateDrag = true will always contribute to high performance cost.
Also, heli blades?
Never see that in VTOL before lol.
@KDnotSpy
+2np!
HUD is a bit off, there is a variable called HUDdistance that need to get right otherwise the target box won't be aligned.
+1You can go to the original 1 part HUD page to see how to calculate that value.
@Zaineman
So it's because stars aligned that this plane fly lol.
But I just tried reducing elevator range of motion and it pitch more effectively so I thought it'd be because of control surface stalling lol.
@Zaineman
You sure it has no wing?
Because it act like it have one lol.
Beside, it has control surface stalling too, I have no idea how you made it.
Or the dev added lift to glass block.
Or you somehow added lift to glass block.
Man... I have no clue.
@IceCraftGaming
+1That's what I can do back then to make unstable plane fly.
Now I'm curious of how the plane fly since Wing Loading N/A and Wing Area 0.0ft2 (0.0m2) in the stat card.
And one thing I've noticed is there is too much range of motion on control surfaces, what happened is it deflected too much it produced a lot of drag with a little of controlling force. (control surface stall)
For example as I'm pitching, I gradually increase pitch input and the plane pull up fine until I put too much pitch input, the plane lose pitching power due to elevator stall and it slowing down.
@TatsuTheOtaku
+1lol
Brazil is also a nickname of the back of my plane.
@Phoebe
+1I have the piston and everything attached to it 0 mass and also have the piston speed no more than 100%.
@SkullKid25
+1lol
Server fault.
https://www.youtube.com/watch?v=iHBWyImCxvw
Just copy the link instead since I think this might not work for you.
@ReinMcDeer
+2True.
For ultralight I'll just move the dummy to just behind the camera and move the dummy out of view whenever the player pan the camera since we have camera pitch and camera yaw output to be used.
Or just move the dummy behind something that naturally blocked first-person line of sight.
But it'll look weird if view from outside lol.
@AVERAGEAVIATIONENJOYER
+1You can just use "and" condition to make use of multiple conditions.
{ (condition a) & (condition b) ? "do something" : "do somthing"}
It's working fine.
+1Just a bit of crosshair misalignment.
@SkullKid25
+1Can't view video on mobile?
Or you can't access input on mobile?
I'm still confuse.
On this day of every year, there are so many SP player announcing their leave but that's nothing compare to this time in history, with that hide-the-pain smiles, where Andrew announce his leave.
+12.
.
Also, happy 40th birthday.
@GorillaGuerrilla
+1Maybe.
@SkullKid25
+1I'm confused.
Some silly but effective trick to be added to your tool box.
Now you don't have to choose whether or not to make pilot dummy or empty pilot seat for VR because you can have both.
Also a teaser.
@Zaineman
Or it just a new concept of hybrid engine.
There are" electrical bus" service in running my area, one day I was in the bus and the battery ran out 10 sec later I suddenly heard a piston engine revving up and the bus keep on going.
From that day, I have trust issue in clean energy lol.
@Zaineman
lol
I guess pistons are still there for cosmetic only.
@Zaineman
+1I'm surprise that when warp it does not instantly disintegrating like most of SP builds.
@Grroro
Indeed.
@Beifenglenglong
+1Yes.
(I don't know Chinese, I assume you mean Yukikaze according to Google translate.)
@Echostar
I don't mind that.
@Khanhlam
+1Maybe.
This plane handle high aoa surprisingly well.
+1@Zaineman
+2With wing loading value of a glider I'd not be surprised if it's feel light and will not stall easily.
But what impressed me is how stable it is especially in yaw stability, no fishtailing.
Also it's rare to see this kind of yaw control, it does not do weird thing when I input yaw control, the plane yaw as I control yaw although the plane shouldn't turn by yaw alone but this is a nice touch anyway. @ShocK69
@Khanhlam
+2I'd love if that the case.
The thing is I haven't post anything this month lol.
@GorillaGuerrilla
That's right.
As bullet velocity become higher the mistake in calculation become less and less until it irrelevant.
@Zaineman
You are right, it's proving ground that take so much time.
Many little things do contribute a nice chunk to building time but that's not all.
I think it's test flight that use most of my time, I have to make sure that how ever stupidly I fly it'll not be uncontrollable or at least try to eliminate most of the undesired behavior.
Also there is my final test, once I've put everything together I have to test every function no matter how small it is, mostly if it'll compatible to the whole system.
@Zaineman
np!
Muzzle velocity is key difference for this stuff since SP bullet (from gun parts but not cannon) ignore drag and gravity so what is left in physic equation is muzzle velocity.
Nice.
+12This is truly (statically) unstable aircraft in both pitch and yaw axis, quite a rare sight to be seen.
Good job.
Also, I want to know your location.
@SiderealSpaceAgency
Yes.
@Zaineman
+1I did not lol.
But I've seen it's irl replica a number of time.
@Zaineman
I can't do that for now, I reserve my spotlight for something extra ordinally only.
Hope you don't mind.
@Zaineman
I didn't know if it get past people or not but if it didn't, they might be so exciting like you lol.
Also, my railgun will not fully extended when landing gear is deployed so the gun will not hit the ground.
Now the HUD work fine lol.
My HUD was calibrated to muzzle velocity of 1200 m/s so if you want to really aim the gun, I suggest you to adjust the gun accordingly.
But yet again, I don't mind it being just eye candy but if you want functionality, it's there for you.
Another thing I've noticed is yaw input is inverted, minor issue really but it goes a long way.
This definitely need a video, I can't run it but I still want to see it in action.
+2I saw HUD symbols jumping around and I instantly recognized the issue, it's sort of more-content-than-the-space-provided problem, those symbols are fighting each other for screen time.
Just adjust the width and high slider and the problem should be no more, I want to simulate helmet mounted display so my HUD is very big by default to cover the field of view.
And for a little touch, rudders respond to roll input so the plane will produce unwanted yaw when rolling which is not ideal.
For code in thrust vectoring, I think it's a good start to use the code that simple to read, in this case Skyjay's is simple enough I think.
Have you watch my tutorial?
You can find them in my profile page, they are about making things fly if you interested.
//shameless self advertisement